76 lines
2.3 KiB
Plaintext
76 lines
2.3 KiB
Plaintext
uniform sampler2D _BumpMap;
|
|
uniform vec4 _Color;
|
|
uniform vec4 _LightColor0;
|
|
uniform sampler2D _LightTexture0;
|
|
uniform sampler2D _LightTextureB0;
|
|
uniform sampler2D _MainTex;
|
|
uniform float _Parallax;
|
|
uniform sampler2D _ParallaxMap;
|
|
uniform float _Shininess;
|
|
uniform vec4 _SpecColor;
|
|
void main ()
|
|
{
|
|
vec4 tmpvar_1;
|
|
tmpvar_1 = gl_TexCoord[0];
|
|
vec3 tmpvar_2;
|
|
tmpvar_2 = gl_TexCoord[1].xyz;
|
|
vec4 tmpvar_3;
|
|
tmpvar_3 = gl_TexCoord[3];
|
|
vec4 c_4;
|
|
vec2 tmpvar_5;
|
|
vec3 v_6;
|
|
vec3 tmpvar_7;
|
|
tmpvar_7 = normalize(tmpvar_2);
|
|
v_6.xy = tmpvar_7.xy;
|
|
v_6.z = (tmpvar_7.z + 0.42);
|
|
tmpvar_5 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_7.xy / v_6.z));
|
|
vec4 tmpvar_8;
|
|
tmpvar_8 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_5));
|
|
vec4 normal_9;
|
|
normal_9.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_5)).wy * 2.0) - 1.0);
|
|
normal_9.z = sqrt(((1.0 -
|
|
(normal_9.x * normal_9.x)
|
|
) - (normal_9.y * normal_9.y)));
|
|
vec3 tmpvar_10;
|
|
tmpvar_10 = normalize(gl_TexCoord[2].xyz);
|
|
float atten_11;
|
|
atten_11 = ((float(
|
|
(tmpvar_3.z > 0.0)
|
|
) * texture2D (_LightTexture0, (
|
|
(tmpvar_3.xy / tmpvar_3.w)
|
|
+ 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_3.xyz, tmpvar_3.xyz))).w);
|
|
vec4 c_12;
|
|
float spec_13;
|
|
spec_13 = (pow (max (0.0,
|
|
dot (normal_9.xyz, normalize((tmpvar_10 + normalize(tmpvar_2))))
|
|
), (_Shininess * 128.0)) * tmpvar_8.w);
|
|
c_12.xyz = (((
|
|
((tmpvar_8.xyz * _Color.xyz) * _LightColor0.xyz)
|
|
*
|
|
max (0.0, dot (normal_9.xyz, tmpvar_10))
|
|
) + (
|
|
(_LightColor0.xyz * _SpecColor.xyz)
|
|
* spec_13)) * (atten_11 * 2.0));
|
|
c_12.w = ((tmpvar_8.w * _Color.w) + ((_LightColor0.w * _SpecColor.w) * (spec_13 * atten_11)));
|
|
c_4.xyz = c_12.xyz;
|
|
c_4.w = 0.0;
|
|
gl_FragData[0] = c_4;
|
|
}
|
|
|
|
|
|
// stats: 48 alu 5 tex 0 flow
|
|
// inputs: 1
|
|
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
|
|
// uniforms: 5 (total size: 0)
|
|
// #0: _Color (high float) 4x1 [-1]
|
|
// #1: _LightColor0 (high float) 4x1 [-1]
|
|
// #2: _Parallax (high float) 1x1 [-1]
|
|
// #3: _Shininess (high float) 1x1 [-1]
|
|
// #4: _SpecColor (high float) 4x1 [-1]
|
|
// textures: 5
|
|
// #0: _BumpMap (high 2d) 0x0 [-1]
|
|
// #1: _LightTexture0 (high 2d) 0x0 [-1]
|
|
// #2: _LightTextureB0 (high 2d) 0x0 [-1]
|
|
// #3: _MainTex (high 2d) 0x0 [-1]
|
|
// #4: _ParallaxMap (high 2d) 0x0 [-1]
|